feat(physics): add runtime physics scaffolding
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@@ -2,13 +2,17 @@
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#include <XCEngine/Components/AudioListenerComponent.h>
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#include <XCEngine/Components/AudioSourceComponent.h>
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#include <XCEngine/Components/BoxColliderComponent.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/CapsuleColliderComponent.h>
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#include <XCEngine/Components/ComponentFactoryRegistry.h>
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#include <XCEngine/Components/GaussianSplatRendererComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/LightComponent.h>
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#include <XCEngine/Components/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Components/RigidbodyComponent.h>
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#include <XCEngine/Components/SphereColliderComponent.h>
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#include <XCEngine/Components/VolumeRendererComponent.h>
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using namespace XCEngine::Components;
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@@ -22,6 +26,10 @@ TEST(ComponentFactoryRegistry_Test, BuiltInTypesAreRegistered) {
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EXPECT_TRUE(registry.IsRegistered("Light"));
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EXPECT_TRUE(registry.IsRegistered("AudioSource"));
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EXPECT_TRUE(registry.IsRegistered("AudioListener"));
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EXPECT_TRUE(registry.IsRegistered("Rigidbody"));
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EXPECT_TRUE(registry.IsRegistered("BoxCollider"));
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EXPECT_TRUE(registry.IsRegistered("SphereCollider"));
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EXPECT_TRUE(registry.IsRegistered("CapsuleCollider"));
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EXPECT_TRUE(registry.IsRegistered("MeshFilter"));
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EXPECT_TRUE(registry.IsRegistered("MeshRenderer"));
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EXPECT_TRUE(registry.IsRegistered("GaussianSplatRenderer"));
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@@ -38,6 +46,10 @@ TEST(ComponentFactoryRegistry_Test, CreateBuiltInComponentsByTypeName) {
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EXPECT_NE(dynamic_cast<LightComponent*>(registry.CreateComponent(&gameObject, "Light")), nullptr);
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EXPECT_NE(dynamic_cast<AudioSourceComponent*>(registry.CreateComponent(&gameObject, "AudioSource")), nullptr);
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EXPECT_NE(dynamic_cast<AudioListenerComponent*>(registry.CreateComponent(&gameObject, "AudioListener")), nullptr);
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EXPECT_NE(dynamic_cast<RigidbodyComponent*>(registry.CreateComponent(&gameObject, "Rigidbody")), nullptr);
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EXPECT_NE(dynamic_cast<BoxColliderComponent*>(registry.CreateComponent(&gameObject, "BoxCollider")), nullptr);
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EXPECT_NE(dynamic_cast<SphereColliderComponent*>(registry.CreateComponent(&gameObject, "SphereCollider")), nullptr);
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EXPECT_NE(dynamic_cast<CapsuleColliderComponent*>(registry.CreateComponent(&gameObject, "CapsuleCollider")), nullptr);
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EXPECT_NE(dynamic_cast<MeshFilterComponent*>(registry.CreateComponent(&gameObject, "MeshFilter")), nullptr);
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EXPECT_NE(dynamic_cast<MeshRendererComponent*>(registry.CreateComponent(&gameObject, "MeshRenderer")), nullptr);
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EXPECT_NE(dynamic_cast<GaussianSplatRendererComponent*>(registry.CreateComponent(&gameObject, "GaussianSplatRenderer")), nullptr);
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